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MNM - Tutorial Player 1
MNM - Tutorial Player 1
2-player perspective. For that purpose, some mechanics are cut off, meaning that this tutorial will
not 100% reflect the actual game. To be specific, these features are not included:
● The wild (the card market where players recruit mons/landmarks into their team).
● Stun Check - Stunned turns.
● Basic tricks.
You may also use this tutorial to play alone.
6
4 3
8 7
● Take the “Time In A Bottle” advanced trick card and set it aside 1 .
● Set up your personal board by lining up 3 random stage cards (their other sides are advanced
tricks) 2 .
● Put 3 mana cubes on the left-most stage card, and 1 on each of the other two cards 3 .
● Place your staff on the left of the left-most stage card 4 .
● Take 8 runestones from the supply 5 .
● Take 2 meditation cards and place them in front of you 6 .
● Take the following cards and place them in front of you in the following order: One Tail, Umbella,
Pott, Pixie’s Grove, and Cornibus 7 .
● Place the ‘Turn Overview’ reference card in front of you 8 .
1
TURN 1: Collect ‘One Tail’ into your board
1. Stun Check: You skip this phase
every turn because this tutorial does
not feature stunned turns.
4a. The staff moves forward one space and lands on the first stage
Some cards, such as One Tail, have a blue-background ability. This is an ongoing ability that is active as long as its card
remains on your board, and is resolved every time its condition is met.
TURN 2: Meditate
2a. Receive 1 runestone as sponsor income.
2
TURN 3: Collect ‘UMBELLA’ into your board
2a. Gain 1 runestone as sponsor income. Then, as
meditation income, take 2 runestones from the
meditation card that currently has 6 runestones on it.
Now you have a total of 5 runestones.
3
4a. The staff moves 1 space forward to Umbella. Umbella
attacks but no damage is dealt because it has an attack value
of 0. Then, it gains 1 mana.
Discharge
When a mon is full of mana, it discharges. In this case, remove mana
needed to resolve its class ability, and then its spell.
Class ability
Spell
TURN 5: Meditate
You should have gotten a fair grasp of the game by now, so please try carrying out this turn on your
own. In phase 3 (Action), please take a ‘Meditate’ action (look at the Turn Overview reference card to
proceed more easily).
4
TURN 6: Collect the landmark ‘PIXIE’S GROVE’ into your board
In the Action phase (phase 3) of this turn, collect ‘Pixie’s Grove’ into your board. The Pixie’s Grove
landmark card has an Imbued ( ) symbol, which means you now place 1 runestone from the
supply on it.
In the Active Staff phase (phase 4a), after the staff lands on Pixie’s Grove, collect the runestone on
it first. Then, resolve its ability.
When the staff lands on a card that contains one or When the staff lands on a landmark card, you resolve
more runestones, you collect the runestone(s) before that landmark’s ability. If that landmark does not
activating that card. have a ability, nothing happens.
Since you have removed all 3 stage cards from your board, at the end of this turn, you get to use
the ‘Time In A Bottle’ advanced trick card. (In a normal game, after removing all 3 stage cards, you
will look at their other sides - which are advanced tricks - and choose one to use.)
Thanks to the effect of the ‘Time In A Bottle’ advanced trick, you choose the ability ‘Boil’ from Pott
to resolve again, and by that use the Woodland origin ability to give One Tail and Umbella one
mana each. Now you can try resolving the chain reaction yourself.
TURN 8: Meditate
You can try carrying out the turn yourself.
In the Active staff phase (phase 4), as there are no card on the right for the staff to move on, the staff
moves back onto the first card on your board (One Tail) and activates it.